|  |  | Next results. I used the following settings, at the top without blurring, at 
the bottom with blurring. Everything else equal (note: z = up). Personally, 
I prefer the non-blurred version as the spots are functional on the 
building. Blurring gives ultimately too much accent to the lighter pigment 
in the pigment_map (at least in my example).
//===start code
  #declare blur_proximity_pattern= false;
  object {FinalBuilding
    #if( use_df3_proximity_pattern )
     texture {
       pigment {
        pigment_pattern {
         average
         pigment_map {
              #if( blur_proximity_pattern = false )
                [ 0.5 df3_pattern ]
              #else
                #declare n = 0;
                #while ( n < 20 )
                  [ 0.5 df3_pattern translate (halton3D( 
n )-<0.5,0.5,0.5>)*7.5 ]
                  #declare n = n + 1;
                #end
              #end
              #if( add_noise = true )
            [ 0.1 slope { <0,0,0.3> 0.5, 1.0 altitude <0,0,0.7> -4, 16.5 } 
color_map { [0 rgb 1] [1 rgb 0] } scale 20 ]
            [ 0.4 bozo color_map { [0 rgb 0] [1 rgb 1] } scale 4 ]
            [ 0.3 bozo color_map { [0 rgb 0] [1 rgb 1] } scale 1 ]
            [ 0.2 bozo color_map { [0 rgb 0] [1 rgb 1] } scale 0.33 ]
            [ 0.1 bozo color_map { [0 rgb 0] [1 rgb 1] } scale 0.1 ]
              #end
          }
          }
        pigment_map {
            [0.30 color rgb <0.837064, 0.814426, 0.762936>]
            [0.40 color rgb <0.625, 0.5729, 0.454396>]
            [0.60 color rgb <0.3854, 0.395833, 0.1875>]
        }
      }
        normal {
          granite , 0.2
          scale  0.005
        }
        finish {
          ambient 0.0
          specular 0.1
          roughness 0.006139
        }
     }
    #else
      material {CenotaphStone}
    #end
  }
//===end code
Thomas
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